TFL BigBANGtheory

TFL BigBANGtheory

Joined Member # 2673252
18 Posts 512 Replies 12,000 Reputation

Could some one please post detailed video footage of the new Entrenchment structures in action, there is some footage and stills on YouTube but its not very clear and there aren't really any close up shots. I am particularly interested in seeing the new Gauss Gun Platform and Hanger Defence Structures in action with their secondary gun turrets.

8 Replies 3,744 Views

Ha ha, can I have a side battle against the game engine? The hardcodes are probably there to stop the game from overflowing things like the texture cache, frame and vertex buffers so just removing them will likely cause a minidump 30mins into a game for some poor bugger. [e digicons]:waaaa:[/e] IMHO the game engine needs an overhaul before the restrictions are lifted, so in Alexander the Great battle style I'm going straight for the leader !

45 Replies 14,215 Views

Granyte forget about battleblades for a while that is a pretty complex undertaking, start off with something simple so you understand how it works. My suggestion is look at my very first post and try to repeat the steps I described so that you create a Pirate Cutthroat ship with an animated Pirate Skull mesh (taken from the Pirate Base) replacing the flag/screen effect on its back. From there you can replace the Pirate Cutthroat with your own Andromeda mesh, then replace the animated

100 Replies 249,123 Views

Need help with the 3D graphics animation, take a look at this thread for more details https://forums.sinsofasolarempire.com/305381

311 Replies 483,133 Views

[quote who="Tamren" reply="21" id="2013462"]My favorite kind of ship is a carrier with swarms of flighters flying around it. Do they have those too? Bonus points if the carrier also has big guns. [/quote] You can get carrier class capital ships large enough to house over 50 fighters! Nothing to stop you owning more than one either though they cost a packet.

51 Replies 127,466 Views

No takers? Ok try this on for size, before an object is fully rendered to the display output it must undergo transformation from model space (i.e. its vertex co-ordinates in XSI or 3DSmax) to world space (i.e. the new co-ordinates within the game environement with respect to other objects). My very limited understanding of the graphics pipeline thinks this is the role of the Vertex shader. Now we cannot manipulate an model and or any sub mesh objects in model space without usi

100 Replies 249,123 Views

Yes it is possible AJFoster, at the end of the day pretty much all 3D models are based around the concept of polygons formed out of verticies in 3D space. Lemon Wolf has done a first class job there and wouldn't it be great if there was a game engine to render those models in real time [e digicons]:star:[/e] I suspect he used Lightwave, Maya or 3DSmax to create those shots. You're a font of good pics AJ that Omega shot was very detailed indeed, we like. _______________

100 Replies 249,123 Views

[quote]hey i have been lookin over this thread for a bit now and i was wondering if i would be possible to use this technique to make deployable battleblades for the andromeda mod[/quote] You could make the blades extend and retract I am not sure how you would go about making them extend and then stop and stay persistent/visible. What you would need to look for is an example in game where the particle system does that with another object or effect then analyse h

100 Replies 249,123 Views

[quote who="SpardaSon21" reply="14" id="2009505"]Sins is a great RTS game. However as a 4X it fails horribly[/quote] Really you think so? I am not a 4X player myself so I can't comment there but the RTS gameplay/features of SoaSE in no way stack up against Homeworld2 there is just simply big chunks missing in SoaSE most notibly the point Manshooter was talking about with 'superglued ships' [e digicons] I had always assumed that the foundation for So

100 Replies 249,123 Views

As someone that recently went through the same purchasing decisions with an open mind I would simply say this, 90% of the time a decent plasma will trump an LCD screen, just make sure you buy either a Panasonic or Pioneer. There are exceptions such as excessively bright viewing conditions, static images or pure video game performance but pretty much anything else goes to the plasma esoecially when you factor in standard definition broadcasts, fast motion in sports and dark scenes in f

28 Replies 80,104 Views

Yeah superglued ships is right up there (and to many more important), I would think that is a more challenging problem because of the implications of RTS micro management paranoia amoungst the 4x dudes. At least with turrets its just a visual effect it doesn't alter the gameplay. It should be possible to write a new shader, there are some good books around on the subject with code examples.

100 Replies 249,123 Views

[quote]Well, considering that they would probably need to rework every ship model in the game to accomodate animated turrets, I think its unlikely we are going to see this anytime soon. Maybe with Sins of a Solar Empire 2. [/quote] Ah well you see Star bases being a new object and there being only three was the ideal time IMHO, becuase you could get away without having to revisit models with gun emplacements expect perhaps the Gauss cannons. [quote]Bigbang, although there aren

100 Replies 249,123 Views

No sign of proper turrets yet in Entrenchment [e digicons]:'([/e] , if ever a model needed spicing up its the Star bases its not that they look bad they just look devoid of life like a chess piece rather than a Star base.

100 Replies 249,123 Views

[quote who="Annatar11" reply="4" id="2000917"] Quoting TFL BigBANGtheory, reply 2 There were a great deal of good points and questions raised by this topic, given a reasonable ammount of time has gone by are we any closer to some answers? There's nothing asked in this thread that hasn't been answered in multiple others. IC has a very long list of modding-related requests, but they have to decide what they can and can't do due to time, resource, and game

88 Replies 38,711 Views

There were a great deal of good points and questions raised by this topic, given a reasonable ammount of time has gone by are we any closer to some answers?

88 Replies 38,711 Views

[quote]Well, most of that boils down to performance. They want it to run well on old machines, and there's a lot of compromising and optimising to make that work and still look good. Hell, fighters don't even have collision detection because of it [/quote] I absolutely don't want it to run well on old machines or laptops AT THE COST of holding back high-end machines. Thats what the graphics options are for, please scale it up properly not everyone has 2GB of RAM and

14 Replies 4,219 Views

[quote]Thanks for uploading these. I got the Marza but not the Kol. Gives and error screen when I try to download it.[/quote] Ahh damn Rapid Share, I'll move them somewhere else it because they have a download limit the toads. [quote]Are you saying that the mesh files can be converted back to XSI!?!??!? If yes, then could you do that for the Kol?[/quote] It is possible yes, what you would need to do is export the mesh out of 3dsmax as the .x format and then

110 Replies 203,604 Views

I am not posting the whole archive thats a step too far concerning copyright infringement in my view, you'll have to focus on the Devs for that request. If you have a specific request for a few models I'll help out. If you just want variants of vanilla ships and buildings you should consider importing them into 3dsMAX to make the changes. I think the old Kol is the only ship worth ressurecting maybe the TEC research station too but the others were all improved for re

110 Replies 203,604 Views

Beta 1 : TEC Kol Battleship http://rapidshare.com/files/175399878/Beta_TEC_Kol_Destroyer.zip.html (notice how the gun turrets are raised off the hull rather than merged in as they are now on other ships, someone obviously was thinking about using proper turrets back then) Beta 1 : TEC Marza Seige Capital ship <a hre

110 Replies 203,604 Views

Ok I'll try and sort something out tomorrow, I have to restore the archive first so it will take a bit of time. Is it just the Old Kol and Marza Dreadnought you're after?

110 Replies 203,604 Views

If memory serves I have have a really old archive of the Beta on a PC that I haven't really used in ages so there is a good chance it will have many of the original mesh files. I'll check later and report back... I do seem to have an archive dating back to 29 March 2007 on SDC that must be Beta1 or 2.

110 Replies 203,604 Views

3DStudioMax is arguably the best tool, but the conversion tool provided by the developers only supports something called XSI [e digicons]X([/e] (which is another problem). There is a home made tool for 3dsMAX but its bugged though it does have the advantage of being able to import models from the game. So you have little choice but to use SoftImage XSI Mod Tool: http://www.softimage.com/downl

17 Replies 27,803 Views